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Rift mob feedback

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we didn't have *too* much of a problem with it using BT+venom weapons

 

BT+venom?

 

Wiki says that BT and venom do not stack.

Beyond that, ok, BT weapons may be a good idea as it is, if i am informed correctly, the only weapon causing damage over time (or does venom, too?), so could halt or slow down the WM's healup.

 

Generally, very interesting informations, thank you. Yet some of the notes sound bit outworldly (won't blame for arrogance). Most players participating in rifts come with their usual PvE equipment, mostly comprising of weapons with LT (lol or not). I think that it does not necessarily need 8+ participants to take down the WM, but it needs some 3-5 participants with sufficiently high and sustained damage dealt.

 

I managed to hold the WM at bay with his health at least not significantly rising when tanking it alone with elemental immunity. My drawback was the relatively low CR (82FS at that time), and prolly imperfect weapon (huge axe ql80 nim77 and, yes LT). With a second stronger player sustaining pressure, and a few other participants avoiding the AoE we might have taken him down.

 

As to people "running like headless chickens" I can't totally blame them to run when taking 5%health dmg per second. Yet I agree that they should try to retreat in the same direction and regroup as fast as possible.

 

Edited by Ekcin
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2 hours ago, Ekcin said:

 

BT+venom?

Wiki says that BT and venom do not stack.

Beyond that, ok, BT weapons may be a good idea as it is, if i am informed correctly, the only weapon causing damage over time (or does venom, too?), so could halt or slow down the WM's healup.

 

As to people "running like headless chickens" I can't totally blame them to run when taking 5%health dmg per second. Yet I agree that they should try to retreat in the same direction and regroup as fast as possible.

I had a BT staff, he had venom. Not sure what the other two had. As for the headless chickens we had a few times on one rift where people were running away from WM despite still having like 75% health and rather than just leaving the rift zone, just ran in circles so nothing happened other than people losing their focus. This was the first rift that I got hit that hard that often from AoE's

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45 minutes ago, Madnath said:

I had a BT staff, he had venom. Not sure what the other two had. As for the headless chickens we had a few times on one rift where people were running away from WM despite still having like 75% health and rather than just leaving the rift zone, just ran in circles so nothing happened other than people losing their focus. This was the first rift that I got hit that hard that often from AoE's

Ok, so one BT, one venom. If I understood right, BT does DoT, and venom is stacking so in a way does damage over time as well. I got the point that they are more helpful against WM than demise spells. 

 

A problem is that when the WM took agro on a player, he will attempt to pursue even beyond the rift area, and yes, I don't appreciate either when people disrupt my focus, but try not to be arrogant as I am often protected against AoE by elemental immunity. The main problem with "headless chickens" is missing leadership or common strategy. My impression is that the more participants, the higher the likelyness that people behave in unpredictable ways.

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Jackal mobs are so easy to kill.  You can "freeze" them in place, where they don't move, and then slowly back away from the one designated target until just out of combat range and they will continue targeting you while everyone else kills it.  Ogres are the exception in that they have a long, 2 tile, frontal aoe kick.  However, those occur infrequently and can easily heal between them.

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10 hours ago, Galatyn said:

Jackal mobs are so easy to kill.

Sure, but that is not the question. Before the changes, they only pursued a few tiles beyond the rift area, then returned or stopped. Now, they are running far out of it (up to 100 tiles as observed). That is true even for the WM who arguably is not that easy to kill. Such behaviour is irregular.

 

The mobs are agro only towards the player they are pursueing who nearly always may escape, so that is not a QoL complaint. Pragmatically, you may enter a secure pen if there is any where those mobs cannot follow.

 

One of the unwanted consequences is that those mobs, on their path back to the rift area, may cross player camps where they are agroed e.g. by hitched hell horses. This may result in the death of these animals. Further on, if it deals with the WM or an ogre mage and he is stuck near a pen or camp and attacked there, his AoE may kill hitches in the neighbourhood.

Edited by Ekcin

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I specifically mentioned Jackal mobs, not Rift mobs.  

 

From Retro:

This thread is for feedback on the Rift and Jackal mob AI update and general feel of the new rifts in general. So leave your feedback below! 

 

Even if the AI behavior is the same for Rift and Jackal mobs, because of the focused smaller scale, the Jackal issue highlights the broken mechanic of the mobs freezing in place and staying focused on one particular player when slightly out of combat range.

 

As far as the Rift mobs, imo the problem is with player coordination, not mob power.  You could encourage players to setup tents in one area (for example North of the Rift) while attacking/retreating in a different area/direction (for example South of the Rift).  In other words, tell retreaters not to cross player camps.   I've also seen where players don't focus on mobs close to the WM first, but rather spread out and attack all of them.  So far, I've always seen success with the "divide and conquer", but this methodology results in taking much longer than necessary to down the WM and makes him harder than he has to be.

Edited by Galatyn

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Concerning stunned condition on rift mobs I failed to see any effect so far. In fight with the warmaster, I sent him sprawling to the ground, or repeatedly hit with low rider attack having him spamming AoE spells uninterruptedly. Similarly, casters and summoners used to teleport off directly after having sent sprawling, hit senseless, or stunned. Losing concentration/stamina from cold clouds or back breaker also left all of them unimpressed. In my opinion, those attacks should delay or impair their ability at least to cast damage spells.

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